Mephi Dunegeon level 2

As they are forcing people to go through the horseshoe Great Marsh, where people will come back to where they were 30 minutes ago, which will make people laugh with joy. It would have been nice of them to also revert Mephis level 2 Dungeon to it’s original size, allowing for any char that cannot tele, to decide to go and kill Mephi.

How much exactly is repeated Mephi runs ruining the economy? Exactly 0! What he drops is not of much relevance to most in the runehunting game.

And then you should also fix the moat exploit, getting Mephi stuck and get him down from safe distance. Give Meph ability to tele to medium-close range, if he is at the edge of the screen for a prolonged time 2-3 seconds. Perhaps make him spawn a regular Stygian Doll at his side every time he teles (yes, that is wise).

The moat exploit is why very weak characters who get killed (ladder sorcs in the beginning), can ignore farming Andy in natural progression, and instead moat farm Mephi. This would force players to build to be able to defeat Mephi in honest combat. (Defiance merc with highest possible armor, kill meph while keeping merc up with pots.)

Or with these changes, use a character like fury druid, frenzy barb, that can actually go toe to toe with Mephi and win, when noone else can.

The attempts to stop tele, huge durance level 2, Black Souls, forced every char but the telechar out of that part of the game.

Tele should have a 2 sec cd, every skill in tele should lower the cd by 0.1 seconds. Sorc could regain fast tele, skills above 20 should add mana instead of using mana.

Players with Enigma, can use the tele for placement and strategic purposes, and to an extent for travel.